L L4D2node

GCSDK::CJobMgr::BFrameFuncRunSleepingJobs

0x00062b20 · 81 bytes · __thiscall

_ZN5GCSDK7CJobMgr25BFrameFuncRunSleepingJobsER11CLimitTimer

Decompiled

undefined (2 params)

/* GCSDK::CJobMgr::BFrameFuncRunSleepingJobs(CLimitTimer&) */

undefined4 __thiscall GCSDK::CJobMgr::BFrameFuncRunSleepingJobs(CJobMgr *this,CLimitTimer *param_1)

{
  undefined4 uVar1;
  
  uVar1 = ThreadGetCurrentId();
  if (*(int *)(this + 0xe8) == 0) {
    *(undefined4 *)(this + 0xe8) = uVar1;
  }
  uVar1 = BResumeSleepingJobs(this,param_1);
  CheckForJobTimeouts(this,param_1);
  *(undefined4 *)(this + 0xb0) = *(undefined4 *)(this + 0x14);
  return uVar1;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)